using System;
using System.Collections.Generic;
using System.Linq;
namespace StardewModdingAPI.Framework
{
/// Encapsulates monitoring and logic for a given module.
internal class Monitor : IMonitor
{
/*********
** Properties
*********/
/// The name of the module which logs messages using this instance.
private readonly string Source;
/// The log file to which to write messages.
private readonly LogFileManager LogFile;
/// The maximum length of the values.
private static readonly int MaxLevelLength = (from level in Enumerable.Cast(Enum.GetValues(typeof(LogLevel))) select level.ToString().Length).Max();
/// The console text color for each log level.
private static readonly Dictionary Colors = new Dictionary
{
[LogLevel.Trace] = ConsoleColor.DarkGray,
[LogLevel.Debug] = ConsoleColor.DarkGray,
[LogLevel.Info] = ConsoleColor.White,
[LogLevel.Warn] = ConsoleColor.Yellow,
[LogLevel.Error] = ConsoleColor.Red,
[LogLevel.Alert] = ConsoleColor.Magenta
};
/*********
** Accessors
*********/
/// Whether to show trace messages in the console.
internal bool ShowTraceInConsole { get; set; }
/*********
** Public methods
*********/
/// Construct an instance.
/// The name of the module which logs messages using this instance.
/// The log file to which to write messages.
public Monitor(string source, LogFileManager logFile)
{
// validate
if (string.IsNullOrWhiteSpace(source))
throw new ArgumentException("The log source cannot be empty.");
if (logFile == null)
throw new ArgumentNullException(nameof(logFile), "The log file manager cannot be null.");
// initialise
this.Source = source;
this.LogFile = logFile;
}
/// Log a message for the player or developer.
/// The message to log.
/// The log severity level.
public void Log(string message, LogLevel level = LogLevel.Debug)
{
this.LogImpl(this.Source, message, Monitor.Colors[level], level);
}
/// Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.
/// The reason for the shutdown.
public void ExitGameImmediately(string reason)
{
Program.ExitGameImmediately(this.Source, reason);
Program.gamePtr.Exit();
}
/// Log a fatal error message.
/// The message to log.
internal void LogFatal(string message)
{
Console.BackgroundColor = ConsoleColor.Red;
this.LogImpl(this.Source, message, ConsoleColor.White, LogLevel.Error);
}
/// Log a message for the player or developer, using the specified console color.
/// The name of the mod logging the message.
/// The message to log.
/// The console color.
/// The log level.
[Obsolete("This method is provided for backwards compatibility and otherwise should not be used. Use " + nameof(Monitor) + "." + nameof(Monitor.Log) + " instead.")]
internal void LegacyLog(string source, string message, ConsoleColor color, LogLevel level = LogLevel.Debug)
{
this.LogImpl(source, message, color, level);
}
/*********
** Private methods
*********/
/// Write a message line to the log.
/// The name of the mod logging the message.
/// The message to log.
/// The console color.
/// The log level.
private void LogImpl(string source, string message, ConsoleColor color, LogLevel level)
{
// generate message
string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength);
message = $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}] {message}";
// log
if (this.ShowTraceInConsole || level != LogLevel.Trace)
{
Console.ForegroundColor = color;
Console.WriteLine(message);
Console.ResetColor();
}
this.LogFile.WriteLine(message);
}
}
}